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🎲 Pacify City

3 turns3 outcomes11 event stories

Attempt to increase HappinessHappiness in a City

Run by Chancellor Requires tech Coinage Duration 3 turns Cost 2 Orders Cost (opinion-scaled) 100 Civics Events 11 stories ↓

Outcomes

A 5-sided die rolls when the mission completes; results are weighted as shown. Subject character ratings (e.g., Wisdom on Steal Research) shift the roll.

Pacification Successful 3 / 5 60%

[character] has listened to the grievances of the City's rulers and has reduced DiscontentDiscontent.

Rating influence +24 × Discipline
  • +1 Happiness level
Pacification Exposes our Weakness 1 / 5 20%

[character] has listened to the grievances of the City's rulers and has reduced DiscontentDiscontent, but this pandering has weakened your reputation.

  • -1 Legitimacy
  • +1 Happiness level
Pacify City Event 1 / 5 20%

The Pacify City Mission of [character] has led to an event...

The subject's character rating shifts the dice where a Rating influence is shown, but does not change the reward amounts.

Events

Story weights are not in-game odds. Each story is gated by character/empire conditions (some hidden), so real frequency is filtered in ways the XML can't predict. The weight is the raw XML knob, not a probability.

20% of the time (a 1/5 dice result) the mission fires an event instead of its normal reward — then one of the 11 stories below is drawn, and you pick a response. Bracketed values like [character] are filled in with the actual names in-game.

Hunger in [city] Compassionate characterPlayer Negative Food
  • Hire additional physicians to treat those in [city].
    -160Money-40/city↗ turnGain a Doctor+60Happinesseach city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_EVENTOPTION_TRAIT_HUNGER_IN_CITY_OPTION_0_CITY
    aeAddSpecialistClasses: SPECIALISTCLASS_DOCTOR
    aeBonuses: BONUS_HAPPINESS_GAIN_SMALL
  • Buy Foodfood from other nations to feed the hungry.
    -160Money-40/city↗ turn+50Food+15/city↗ turn+60Happinesseach city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_FOOD_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_FOOD=50
    aiGlobalYieldsPer: YIELD_FOOD=15
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
  • We will not take action.
    Loses trait: Compassionate+40 XP to the character
    grants
    BONUS_REMOVE_TRAIT_COMPASSIONATE
    aeRemoveTraits: TRAIT_COMPASSIONATE
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Market Unrest
  • Establish organized guilds across [rival].
    Free law: Guilds
    grants
    BONUS_EVENTOPTION_MARKET_UNREST_OPTION_0_CHARACTER
    FreeLaw LAW_GUILDS
  • Invest in trade reform in [city].
    -160Money-40/city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • Assemble a council to review monetary laws.
    +60Happinesseach city↗ turnLaw-based opinion shift
    gated by
    LeaderSubject SUBJECT_FRUGAL
    grants
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
    BONUS_EVENTOPTION_MARKET_UNREST_OPTION_2_FAMILY
    aiLawOpinion: LAW_ELITES=40
  • There is nothing we can do right now.
    Remembered: Refused to change Law (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_MARKET_UNREST_OPTION_3_FAMILY
    Memory MEMORYFAMILY_REFUSED_LAW
Seditious Meetings Plotting Against LeaderCapital Us
  • Arrest [character] on charges of treason against [rival].
    Gain trait: Imprisoned
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • The court should investigate political reform in [city].
    -1 LegitimacyBegin project: Corruption Reform
    grants
    BONUS_EVENTOPTION_SEDITIOUS_MEETINGS_OPTION_2_CHARACTER_1
    iLegitimacy -1
    aeAddProjects: PROJECT_CORRUPTION_REFORM
  • I will speak to these gatherings in person. Charming character / Inspiring / Blessed
    +60Happinesseach city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_CHARMING / SUBJECT_INSPIRING / SUBJECT_BLESSED
    grants
    BONUS_LEADER_PLOTTING_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
Divine Intervention High Wisdom
Always +120Happinesseach city↗ turn
  • May [city] continue to grow and thrive.
    grants
    BONUS_EVENTOPTION_PACIFY_DIVINE_INTERVENTION_OPTION_0_CITY
    bHolyCityAgents 1
    bFreeTheology 1
Send Him Out!
  • We will give them [character].
    Gain trait: Doomed+40Happinesseach city↗ turn
    grants
    BONUS_GIVE_TRAIT_DOOMED
    aeAddTraits: TRAIT_DOOMED
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
    BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_0_PLAYER
  • They ask for too much. Teach them obedience.
    +1 Heavy Infantry unit1 rebel unit appear
    grants
    BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_1_CITY
    iRebelUnits 1
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
  • I will meet with leaders of the rebellion.
    +80Happinesseach city↗ turn-1 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_HAPPINESS_GAIN_AVERAGE
    aiCityYields: YIELD_HAPPINESS=80
    BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_2_PLAYER
    iLegitimacy -1
[rival] Pride Seven Virtues
Always +120Happinesseach city↗ turn
  • We will add one of their number to the court.
    Gain a Court Minister+20Civics+5/city↗ turn
    grants
    BONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_0_PLAYER
    aeBonuses: BONUS_CIVICS_GAIN_TINY
    AddCourtier: COURTIER_MINISTER=GENDER_FEMALE
  • Form militias of those willing to fight.
    +2 Militia+120Training+30/city↗ turn
    grants
    BONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_1_CITY
    aiUnits: UNIT_MILITIA=2
    aeBonuses: BONUS_TRAINING_GAIN_LARGE
  • Host national celebrations in [city].
    Begin project: Triumph+1 Charisma
    grants
    BONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_2_CITY
    aeAddProjects: PROJECT_TRIUMPH
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
In the Balance Low WisdomGovernorHealthy
  • Remove the Governor. He will be replaced.
    +120Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
    BONUS_RELEASE_GOVERNOR
    bReleaseGovernor 1
  • Refuse their demands.
    Gain trait: DoomedGain trait: Ruthless
    grants
    BONUS_GIVE_TRAIT_DOOMED
    aeAddTraits: TRAIT_DOOMED
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
  • Establish a new guard to restore Ordersorder.
    +60Happinesseach city↗ turn-80Training-20/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_DILIGENT
    grants
    BONUS_EVENTOPTION_PACIFY_IN_THE_BALANCE_OPTION_2
    aeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_TRAINING_LOSS_AVERAGE
Local Corruption GovernorHealthy
  • Those responsible must be purged and punished.
    +120Happinesseach city↗ turn+1 Discipline
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • Allow [character] to choose how to handle this matter.
    +40Happinesseach city↗ turnLeader relationship: Influenced By
    grants
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Punish some for show, and send all future Goldgold to the throne.
    +60Happinesseach city↗ turn+160Money+40/city↗ turn
    gated by
    LeaderSubject SUBJECT_CORRUPT
    grants
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
The City Steps Non Leader UsAdult Under 40OratorNo Job
  • He would make a good governor.
    +80Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_AVERAGE
    aiCityYields: YIELD_HAPPINESS=80
    BONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_0_CHARACTER_0
    iGovernorOfSubject 0
  • We will keep an eye on this man of the people.
    Gain trait: Humble+40 XP to the character
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • The royal Treasurytreasury will invest in [city]'s ongoing debate.
    Begin project: Forum 1+80Happinesseach city↗ turn-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_2_CITY
    aeAddProjects: PROJECT_FORUM_1
    aeBonuses: BONUS_HAPPINESS_GAIN_AVERAGE
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
Treason in [city] Max Angry
Always +80Happinesseach city↗ turn
  • [character] has done me a great service.
    Gain trait: ImprisonedRemembered (all families): Curried favor to win approval (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_PACIFY_TREASON_IN_CITY_OPTION_0_FAMILY
    MemoryAllFamilies MEMORYFAMILY_CURRY_FAVOR
Well Connected AdultHigh Charisma
Always +80Happinesseach city↗ turn
  • Bring him into my confidence.
    Leader relationship: Conspiring With
    grants
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
  • The court will recognize his achievement.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • It is wise to honor the whole family.
    Remembered: Honored for one member's service (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_PACIFY_WELL_CONNECTED_OPTION_2_FAMILY
    Memory MEMORYFAMILY_HONORED_FOR_INDIVIDUALS_ACT